Ever seen those sprites that were used to implement the first electronic games out there? TBitmapListAnimation will help you provide exactly the same functionality inside your applications. Think of a graphic animation as a sequence of frames to be displayed in a certain amount of time – that's the definition of what the TBitmapListAnimation component offers.
Once you or your graphic artists have a picture showing all the key frames beside each other, you just need to instruct TBitmapListAnimation to create a copy of this bitmap and specify the number of frames contained within (possibly arranged on multiple rows). After that, you are all set. Targeting a TBitmap property (that is, TRectangle.Fill.Bitmap.Bitmap) and starting the animation will result in a burst of frames being used to set the target bitmap.
The following image shows the bitmap that I prepared using a Delphi logo (the logo was rotated 30 degrees each frame...